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authorBrian Paul <[email protected]>2010-02-18 17:00:10 -0700
committerBrian Paul <[email protected]>2010-02-18 17:00:10 -0700
commitae7a7026c77c68748fedb60e5deb7649e894da40 (patch)
tree52c07c752622bfa63fc8321ecd8e114313209b02 /configure.ac
parent0c728030ed76d8b79876b8606cb0486bff96750c (diff)
softpipe: fix depth testing problems
The optimized Z-test functions assumed that the array of incoming quads are adjacent, but that's not always true. The fragment shader can cull intermediate quads, for example. Now these Z-test functions can cope with non-adjacent quads. A little bit of performance is probably lost, but it's probably not worth worring about. This fixes broken glBitmap() Z testing, among other things. (cherry picked from commit d437d905e6924ebc05ec9efe87e1e2c48d75bc13)
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